I'm making a game/engine with efficiency/performance as a top goal. I'v spent years thinking about the design. And after i figured it out, i found a talk from an Ubisoft employee that is mostly what i came up with.
The problems are many, especially since i want to support multiplayer. The biggest solutions are around how data is transformed and scheduling the code that transforms it, more or less.
The problems are many, especially since i want to support multiplayer. The biggest solutions are around how data is transformed and scheduling the code that transforms it, more or less.
The talk: https://www.youtube.com/watch?v=X1T3IQ4N-3g